#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;

out vec2 TexCoords;

out VS_OUT
{
	vec3 FragPos;
	vec3 Normal;
	vec2 TexCoords;
	vec4 FragPosLightSpace;
} vs_out;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform mat4 lightSpaceMatrix;

void main()
{
	gl_Position = projection*view*model*vec4(position,1.0);
	vs_out.FragPos = vec3(model*vec4(position,1.0));
	vs_out.Normal = transpose(inverse(mat3(model)))*normal;
	vs_out.TexCoords = texCoords;
	vs_out.FragPosLightSpace = lightSpaceMatrix*vec4(vs_out.FragPos,1.0);
}